UV Texture Map Not Covering All The Model??
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I finanlly learnt how to create a UV texture map but when i apply it to my model it is not covering all of it.
Why is this?
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UV map.png
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I finanlly learnt how to create a UV texture map but when i apply it to my model it is not covering all of it.
Why is this?
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Comments
Look under Surface properties and look for UV set...
Also what part of the body is that supposed to be a map for?
Which figure is that? All of the Daz humans, and many humans from elsewhere, have the body divided between multiple maps so you are unlikely to be able to use a single map for the whole figure.
Hi, it is Genesis 2 Male. The map i created was for the whole of the body. I dont know yet how to create seperate ones. I have also looked under the Surfaces Tab / UV Maps but only see Defualt UV.
Whats happened is i have sent the model to Zbrush so i could add see scar detail and also create the map which i was just testing as i was learing. When sending the model back to Daz3d i notice i dont have any of the other Surface tabs that was orginally on the G2 Male. Thats whats wrong...i dont know how to create seperate maps...arms...legs...etc. I dont even know how to add the eyballs back...
If you guys could help with this that would be great
It looks asi if you have sent the model back as new mesh, not to the original figure. GoZ in DS does not handle textures or even surface or bone grouping.
You need to work with an exported OBJ to ZBrush - it's simplest to use the Geometry Editor tool to combine all the surfaces that use the same map into one before exporting so that you don't have as amany to juggle later on. In ZBrush you need to set the OBJ Import preferences to load Mats as polygroups, then you divide the mesh and paint your texture. When done you use the groups to hide all but one set of Surfaces (which will just be one group if you combined them before exporting), convert the PolyPaint to a texture, then repeat for the other Surfaces. Once the textures are created in ZBrush they need to be flipped on the V axis and exported, after which you can use the Surfaces pane to apply them in DS.
I have never done texturing before and this is kinda confusing me. I am really trying to do what you have said but i am having trouble. First: how do i combine all the surfaces into one? I know how export the model as an .OBJ I have also set the Zbrush preferance like you said. Im not sure if i did the divide mesh part right. Second: Where is the groups to hide all? I really need pictures or if you could explain it more clearly for me. Im new to Zbrush and dont quite know where everything is yet.
As for combining surfaces, in DS switch to the Geometry Editor tool (Tools menu if it isn't on a tool bar). In the Tool Settings pane you will see a list of groups - under the Surface groups click the + next to each group you want to merge, then right-click in the viewport and click Geometry Assignment>Assign to Surface>Pick one of the surfaces you clicked the + for. That will consolidate the polygons into one group. Now right-click, Geometry Selection>Clear Seelction and go on to the next group of surfaces.
As for painting in and exporting from Zbrush, have a look at this post by Mec4D:
http://www.daz3d.com/forums/discussion/comment/887538/#Comment_887538
Thanks for that it helped. I have another problem now though. I have added scaring detail to my Model and wanted to send it back to DS using the Goz to update my model in DS but i keep getting a popup saying the topology has changed. The object cannont be updated.
GoZ does not support textures, you need to export them (as discussed in the Mec4D post I think) and load them into DS via the Surfaces pane. You are getting that pop-up because the emsh in ZBrush is still divided, giving it a much higher resolution than the base in DS.